DM Advice: Am I being to cruel to my players?


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So I decided to run a pathfinder game since I couldn't find one. My victims are starting out at level 2 with 1 negative level accrued (it's a story thing) and I'm contemplating throwing four of these guys at them first encounter:

Goblin Trash Can:

Goblin - Armor Master 2

Attributes: (Standard Array)
Strength 12 +1
Dexterity 16 +3
Constitution 14 +2
Intelligence 13 +1
Wisdom 10 +0
Charisma 6 -2

Traits & Feats:
Threatening Defender: -1 to Combat Expertise Penalties
Combat Expertise: -1 Attack / +1 Dodge AC
Shield Wall: +1 AC when standing next to an ally using a shield (+2 for Hvy/Twr Shields)
Weapon Finesse: Use Dexterity for melee attacks with light weapons

Level 1 Statistics: (O-Yoroi, Twr Shield, Dagger) Skills:
HP: 16 (D10+3) AC: 26 Touch 15 Flatfooted 22 Perception: +2
Initiative: +3 Fortitude: +5 Reflex: +3 Willpower: +0 Sense Motive: +0
CMB: +1 CMD: 15 Stealth: -4
Attack: +4
+2 [BAB] +3 [Dex] +1 [Size] -2 [Twr Shield]
Damage: D3 +1
D3 + 1 [Str]

Considering we have yet to have any mages sign up, would this be too cruel to throw at my party?


HP should be 13 not 16, if first lvl. If second lvl it should be 13+d10 (about 6) + con + favored class. And yeah, that is a little tough for 2nd lvl characters (after drain).


ac 26?

how many pc's, what classes

I would say prob too much


yes you are being too cruel, no one is going to be able to hit AC26 at first or second level, why not use some regular monsters from the bestiaries then after that throw in your customized monsters or at least give them less armor.

also why do goblins have O-yoroi armor and tower shields? why not a breast plate or chain shirt and a smaller shield.


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Traits: Your goblin Armor Master is not allowed to have traits unless he spends a feat on it (Additional Traits).

APG p326 wrote:
Character traits are only for player characters. If you want an NPC to have traits, that NPC must “buy” them with the Additional Traits feat (see page 150). Player characters are special; they’re the stars of the game, after all, and it makes sense that they have an advantage over the NPCs of the world in this way.

Equipment: A level 1 Heroic NPC should have 390gp in total value. A level 2 Heroic NPC should have 780gp in total value. (CRB p454). These guys are WAY over-equipped.

O-Yoroi is 1700gp
Tower Shield is 30gp

Ability scores: A level 1 (or 2) Goblin should have slightly higher ability scores. Assuming you are not going with the standard heroic array of 15, 14, 13, 12, 10, 8 but are instead doing 15pt buy then:
Str 12 (14-2 = 5pts)
Dex 16 (12+4 = 2pts)
Con 14 (14+0 = 5pts)
Int 13 (13+0 = 3pts)
Wis 10 (10+0 = 0pts)
Cha 6 (8-2 = -2pts)
Total: 13pts

There are 2 points remaining.

- Gauss


The concept was these were goblins who had as much armor packed on as physically possible (so much they waddle not walk). I thought about full plate but I figured the O-yoroi armor stats fit better (lower armor bonus, bigger armor penalties because, well, it's goblins). With this idea in mind the escalation to Tower Shield fit naturally. Besides the comic relief of a bunch of Goblins in heavy armor with tower shields and daggers was too funny to pass up XD

So far we have a Ranger and a Rogue in the group, with a possible Paladin joining too. The obvious weakness is their CMD and Touch AC, as you can just as easily rip the shields right off the little guys. But since they're raiding a goblin's fire starter camp, there will be vials of alchemist's fire lying around to use.


Gauss wrote:

Traits: Your goblin Armor Master is not allowed to have traits unless he spends a feat on it (Additional Traits).

APG p326 wrote:
Character traits are only for player characters. If you want an NPC to have traits, that NPC must “buy” them with the Additional Traits feat (see page 150). Player characters are special; they’re the stars of the game, after all, and it makes sense that they have an advantage over the NPCs of the world in this way.

Equipment: A level 1 Heroic NPC should have 390gp in total value. A level 2 Heroic NPC should have 780gp in total value. (CRB p454). These guys are WAY over-equipped.

O-Yoroi is 1700gp
Tower Shield is 30gp

Ability scores: A level 1 (or 2) Goblin should have slightly higher ability scores. Assuming you are not going with the standard heroic array of 15, 14, 13, 12, 10, 8 but are instead doing 15pt buy then:
Str 12 (14-2 = 5pts)
Dex 16 (12+4 = 2pts)
Con 14 (14+0 = 5pts)
Int 13 (13+0 = 3pts)
Wis 10 (10+0 = 0pts)
Cha 6 (8-2 = -2pts)
Total: 13pts

There are 2 points remaining.

- Gauss

Traits: Ah, didn't know that they were PC only.

Equipment: Didn't realize there were equipment caps for them either, though to be frank the value of the armor they're wearing isn't 1700 gold (I'm just using the stats). It's technically worthless as it's just obscene layers of wood and metal bolted down on the poor fellows.
Ability Scores: Proof that I've been looking into 4e too much.

I'll make some changes, but I won't be able to post until tomorrow.


That's a level 6 encounter against level 1 PCs (level 2 PCs drained of 1 level should count as level 1 PCs). Maybe my math is a bit off and it's more like a level 5.

Making matters worse, this would be a frustrating encounter. Honestly, if I saw these guys I would just run away. It's not like they could catch us. They don't even have ranged weapons.


Writer wrote:
So far we have a Ranger and a Rogue in the group, with a possible Paladin joining too. The obvious weakness is their CMD and Touch AC, as you can just as easily rip the shields right off the little guys. But since they're raiding a goblin's fire starter camp, there will be vials of alchemist's fire lying around to use.

You could do this as a sort of "puzzle combat". Heavily telegraph that the players just don't stand a chance of hitting these goblins and have them see them before any encounters begin. Maybe they could find out that there's a cache of alchemist's fire being kept in one corner of the camp so they have an opportunity to try to get it while avoiding the goblins or something like that. If you provide the equipment for the players to take on the goblins using smart tactics, I think it's a doable encounter for the party. Just make sure your players realize that they'll likely lose in a direct, sword-swinging fight. So often the assumption is that every encounter should be overcomeable by brute force.

I wouldn't worry too much about overstepping wealth bounds or giving them traits. The only thing to consider there is that it will make the encounter more difficult, even if the "wealth" isn't worth anything to the PCs. You might consider upping the CR on them to account for this, but it's kinda nonsense to say that you aren't allowed to build encounters this way. You're the DM. If it makes for an interesting yet fair encounter, do it.

4 may be a bit too many, however. You should probably drop that, or set up the encounter so the PCs don't face all 4 at once. Favorable terrain, especially if they have flasks of alchemists fire to throw, could make quite a difference.


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Writer wrote:

.

Equipment: Didn't realize there were equipment caps for them either, though to be frank the value of the armor they're wearing isn't 1700 gold (I'm just using the stats). It's technically worthless as it's just obscene layers of wood and metal bolted down on the poor fellows.

No, the value of their armor is 1730. That's there as a control on their power level, so even if you arbitrarily declare it "worthless" to control wealth, you should still try to stick to the guidelines.


Regardless of what you call the equipment, it's equivalent value is WAY too high for what they should currently possess. Page 454 also states that at level 2 about 200gp should be spent for protection. They should be limited to something like Chainmail with Tower Shield or Splint Mail with no shield.

- Gauss


Kikko armor reduces AC by 3, is medium, and costs 30gp instead. I don't think the encounter is too much, even as written, as his damage is very low as well. Also, he'll probably get slumbered, color sprayed, or something else nasty.


The damage is low. The issue is frustration. Also, he won't get slumbered or color sprayed as the party has no wizard or mage.

Silver Crusade

I side with madame laflamme, if they know that this situation is unwinnable by brute force(and it is), then they can try alternate ways to accomplish the mission.

Even if they are discovered they "can" retreat.

Liberty's Edge

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Forcing PCs into a situation where they are grossly outmatched at the beginning of a game where they are already starting out screwed over isn't going to be the least bit of fun for them and no amount of "Oh try and make it a puzzle encounter" is going to make it any better. If you were a PC and you encountered this, would you enjoy it?

Didn't think so.


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One note: Good encounter design should have at least 3 solid ways to beat the encounter. Why? Because it is almost a guarantee that the Players won't think of the exact way you have figured.

So, your players encounter this there are two likely scenarios:
1) They will see the heavy armor and run for the hills.
2) They will see the goblins and figure (metagaming or not) that they should try to hack them up.

1 is a non-encounter.
2 is a death sentance for the players.

Your carefully planned 'option' of Alchemist Fire may not even occur to them. Heck, when describing the scene they may never even realize there is alchemist fire to be used since they may never even hear it. (Typically you have to repeat something 3 times in 3 different ways before players really "hear" it.)

- Gauss


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Give them Goblin Junk Mail!
"This suit of armor is cobbled together from bits of leather, wood, and rusted metal giving it the appearance of a trash heap."

+7 armor bonus to Ac, +0 maximum dex bonus to AC, -7 armor check penalty speed reduced to 15ft

Special Qualities: Goblin made!, Shoddy Construction
"Each suit of Goblin Junk Mail is made by a specific goblin and thus fits only his body and any other creature trying to wear it experiences extreme discomfort."
"Goblin tools are notorious for being poorly made and are very unsafe. A critical hit confirmed against a creature wearing a suit of Goblin Junk Mail reduces its armor value by 1, in addition if a creature wearing a suit of this armor falls prone he takes 1d4 points of damage from the shark spikey protrusions of the armor."

For added fun make it so that anyone who rolls a NAT 1 while attacking the goblin, or if a goblin wearing it rolls a NAT 1, then they have to make a save against tetanus.
http://www.d20pfsrd.com/gamemastering/afflictions/diseases/tetanus

Keep them with armor master levels and forget the traits. Give them heavy shield with shield spikes and the improved shield bash feat. They fight by two handing the heavy shield spikes an bashing opponents with them.


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Also keep in mind that in the Pathfinder game goblins are crazy little bastards who's strength relies on their numbers, a strength they often lose due to their puckish nature. Every round one goblin could fall over do to the weight of his armor and have to spend the rest of his turn getting back up, another could spend his turn laughing maniacally at the death of his buddy who has just been skewered by your fighter. Better yet have him try to pry the armor of his dead buddy and add it to his own. Goblins also tend to become erratic and scared as soon as they take damage and flee in terror (although these guys might be a bit more seasoned and brave). Work up the goblin's personalities and include another fun way of defeating them (roll them down a hill, any player would love that in my experience). You have a bang up encounter right there.


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This encounter looks like the most annoying possible thing at 1st level.

The only one who'd be able to hit them would be something like a Raging Barbarian who has 20 Str before Rage (so he'd be at around +7 to-hit. Yippee, he can hit on a 19 instead of a 20).

So you're utterly relying on them thinking of some specific tactic to defeat these things they can't touch. And said tactic isn't precisely a guarantee either.

And if they don't think of said tactic, they lose.

Or have to run away, which is the same thing.

It's a poorly designed encounter, in other words, and should be rethought.


BTW, even if you followed EVERY rule and guideline in equipment etc (780gp per Goblin), this would still be a CR5 encounter against a group of (basically) level 1 players. IE: Death.

Source: CRB p398.

- Gauss


A full BAB with 16 Str has a +4 to hit under the circumstances. So if our ranger and paladin adhere to a +4 to hit (highly likely) and get flanking with the rogue (who will likely want to get into such a position for sneak attack) that is a +7 to hit against a 19 AC. Lets say they team up and use aid another to add to the hit bonus and we are looking at +9. On top of it they can work together to trip in order to increase chances of hitting. The encounter should be more than fair assuming they don't decide to just go gung-ho run in and attempt to smash everything instead of working together and getting creative.

The hit points of the goblins will be a little bit high compared to what the PC's can handle. Easily solved by the fact that the goblins don't want to die and chooses to run after a few hits land and the prospect of death sits in. the only issue with this is if the players are the kind with raging murder erections that refuse to let anything live.

Dark Archive

Don't forget the part of Weapon Finesse that everyone skims over. Those goblins are going to be taking their shield's armour check penalty on a roll made with Weapon Finesse, meaning they'll actually be attacking with their strength.

Dagger +2

If you really want to do this, you need to adjust so that your enemies are following the CR rules.

Make them goblin warriors and give them some broken armour and weapons. Not only does this place their wealth easily in line with standard, but it gives your players something to do with the goblins' stuff if they have the inclination. Have them not rely on Weapon Finesse of course, and give them Weapon Focus with dogslicers instead.

Trash Warrior
AC 18 (+3 armour, +3 Dex, +1 shield, +1 size)
hp 5 (1d10)
Melee dogslicer +3 (1d6)
Str 11, Dex 16, Con 10, Int 8, Wis 9, Cha 9
Feats Weapon Focus (dogslicer)
Skills Craft (armour or weapons) +3
Gear Goblin Trash Armour (broken breastplate), Goblin Trash Shield (broken heavy wooden shield), dogslicer

Four of these is a CR 2 encounter, which should be fine for your level drained group. Six of them and a level 2 trash-singer bard and it's an epic boss-fight. :)


Four is probably too much, as has been said. Two sounds more like a tough challenge.

In order to crack these tunas, crafty PCs can try the following:

Disarm (-4 AC from tower shield)
Trip (-4 AC/CMD)
Entangle (-2 AC/CMD from Dex penalty)
Blind (-2 AC/CMD; loses Dex to AC/CMD)
Stun (-2 AC/CMD; loses Dex to AC/CMD)
Feint (loses Dex to AC/CMD)
Grapple (-2 AC/CMD from Dex penalty)
Pin (-4 AC/CMD; loses Dex to AC/CMD)

The best shot they've got is their best grappler attempting to grapple, pin, and then tie them up one at a time, with the others using aid another to boost the grappler's CMD so the bugger can't escape. Getting the goblin tripped first helps a ton. After that they can take em out at their leisure or leave em.


Mergy wrote:
Don't forget the part of Weapon Finesse that everyone skims over. Those goblins are going to be taking their shield's armour check penalty on a roll made with Weapon Finesse, meaning they'll actually be attacking with their strength.

Oh snap. I did not know this.


Dude, this is a "walk away from the table" encounter.


That character's big weakness is their will save - if your pcs can target that then there is hope, and the fight could even be trivial. If not then they are in trouble.


strayshift wrote:
That character's big weakness is their will save - if your pcs can target that then there is hope, and the fight could even be trivial. If not then they are in trouble.

Ahem.

Quote:
Considering we have yet to have any mages sign up

I don't think targeting the Will save is an option.

Sczarni

This is how I would make them:

Goblin – CR 1/2
XP 200
Goblin fighter 1
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 17, touch 12, flat-footed 16 (+3 armor, +1 Dex, +2 shield, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0

OFFENSE
Speed 20 ft.
Melee dogslicer +3 (1d4+1/19–20)

STATISTICS
Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Improved Initiative, Shield Focus
Languages Goblin
Gear broken banded mail, dogslicer

Four of these is CR 3 encounter however. So I would reduce it to three. You have few golds to shuffle also between them.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Level 2 NPCs geared up like 4th level NPCs...

My players would give up in disgust.

You could get a bit of mileage out of describing them as "waddling, barely able to move in the layers of armour with huge, oversized shields", but if all the party are doing is Aid Another to help one character hit, they will feel as though they aren't contributing.

And CR 5 vs level 2 characters under the effect of an Energy Drain is, to all intents and purposes, a +4 encounter, which is a coin toss on which side will win (and, considering the over-gear on the goblins, my money is on them).

Do something to bring that AC down. Get it down to at most the region where the characters need 15+ to hit, and even that might be a bit high, since all it will take is a little bad luck with the dice to screw them over. But it gets it into the area where tactics (flanking, Aid Another) have a huge swing effect on the party's success.


Rynjin wrote:
strayshift wrote:
That character's big weakness is their will save - if your pcs can target that then there is hope, and the fight could even be trivial. If not then they are in trouble.

Ahem.

Quote:
Considering we have yet to have any mages sign up
I don't think targeting the Will save is an option.

Ahem, intimidation, s.l.a.'s such as illusion, command (a Divine spell), etc.

And a party that insists on having such an imbalanced approach will find some encounters tougher because of this - so no the D.M. is not being too harsh in my opinion.


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I'm broadly in agreement with other folks, the ac is waaay too overpowered.

I think the flavour is great but you're overowered from the encounter point of view . Remember that in roleplaying games "rules"are only suggestions.
You want them in ridiculously heavy armour for flavour purposes ? Fine, why not - sounds like fun....but remember the AC bonus the armour gives them is up to you as the GM. you could give them only +1 ac and and you can stull always describe it however you like : its pitching the nature (and difficulty) of the encounter at your players thats important.

The MOST important rule is that everyone should have fun.

One mistake that alot of people make (and especially in d&d and pathfinder) is to frequently treat the rules as if written in stone far too often. By all means have them in whatever armour and using a tower shield, but there's all sorts of ways you can say their armour class is less that its theoretical values.

Assuming you want this to be a combat encounter, then you want to reduce their ac significantly.
"The armour is so heavy on them and they're unskilled in its use, so they're at -8 to their theoretical maximum.." Might be one approach. "The daft beggars have only armoured their fronts" is another. I'm sure other ideas might occur. Or some of the suggestions that other folks have made, they're fine too.

Remember, when in doubt ,go with whats fun and not whats written in the book. In roleplaying, "rules" are only guidelines, regardless of how some folks make it seem at times. So, just brcause the armour supposedly does X doesnt mean that when the npcs use it, that it does X


Writer wrote:
But since they're raiding a goblin's fire starter camp, there will be vials of alchemist's fire lying around to use.

Under normal circumstances those goblins are way to though. With some alchemists fire those goblins become hittable however.

Maybe you could put some pit into the goblin camp too. If the PCs are clever they can bulrush some of those gobbos into the chasm to get them out of the the fight.
If there is like only one left, this guy can get grappled and bound with a rope.

You could also give your players some consumables, that work well here. Maybe some wand of Shocking Grasp or a dagger with a stored Shocking Grasp.
A scroll of Hold Person for the Paladin maybe?

A Net would also be a quite efficient weapon here.

If you make shure there are intelligent solutions to get rid of the goblins, it's ok IMO. If your players just keep autohitting, they will fail hard.


Sounds like Christmas for a Gunslinger.

Also, how quickly are these little dudes gonna be moving? 10-15ft per move action sounds appropriate to my own ears.


As long as the player characters can run away from these guys, I don't think it is overpowered or unfair. At 2nd level there is a whole world of monsters that they are not going to be able to defeat. Not all encounters have to be a fair fight where PCs can charge in without thinking and expect to win easily.

My only quibble, is when the PC's defeat these guys, they are going to get a lot of loot for it.

Now take 8 first level goblin casters each casting sleep or color spray on the group, and now you have an unfair encounter.

Liberty's Edge

1. Your job is not to beat the PCs. Full stop.

2. 4 is too many, but this isn't unfair in and of itself. Poorly designed and a boring encounter, but not unfair.

Your average fighter (18 str) is going to have a +7 to attack at 2nd level, assuming masterwork. You knocked that down to +6 for "story" reasons.

You are writing the "story", so that actually means you knocked them down a level, because you decided to.

I think this is a silly encounter that will be annoying, and probably deadly with 4 of them.


I'd have a small basin of 'magical sleep dust' handily nearby. If the players are anything like me and my usual parties, they'll throw the dust at the goblins just to see what happens. A few verses on the bowl would drive a heavy hint that the dust is to do with sleep.

After that, at least some of the gobbos would be sleeping piles of armour.

It relies on the players making some deductions, but you can throw enough hints within the game that the message should get through. That way, you get your comedy walking dustbins o'doom but they are a reasonable encounter for you PCs.

Liberty's Edge

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Writer wrote:

Traits: Ah, didn't know that they were PC only.
Equipment: Didn't realize there were equipment caps for them either, though to be frank the value of the armor they're wearing isn't 1700 gold (I'm just using the stats). It's technically worthless as it's just obscene layers of wood and metal bolted down on the poor fellows.
Ability Scores: Proof that I've been looking into 4e too much.

I'll make some changes, but I won't be able to post until tomorrow.

If you use the stats, you are giving it the value, regardless of what it is worth to the party.

If it isn't plate, don't make it plate.


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I -really- like the suggestion upthread that they only remembered to armor the front. The rear would be like AC 13. That would be an actual goblin encounter. But it requires facing, so that's in the homebrew area.

I also like the idea posted for the Goblin "Junk" Mail.

Giving enemies gear that gives mechanical bonuses but not allowing the party to at least sell it for half the cash those bonuses should cost, is pretty weak GMing, IMO. Just because they do all the work, "lives" on the line, and nothing to show for it.


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If you are looking for a "layers and layers" of armor look, you can load up on piecemeal armor and give some of it the broken condition which would bring the AC down a bit.

You could set up the encounter next to the edge of a cliff and have a stream running by to give the players the option of bullrush/drag opponents into them.

Make sure you remember to have the goblins act erratically as described by several posters above.

Maybe have some strewn equipment lying around like nets, lassos or something else that uses touch AC. Draw these on the map.

I think this encounter can be made fun but use fiat so that if it goes all bad or boring you can have a goblin think it'll escape by jumping into the river and then drowning or running away at 10 ft/rd or try and move into a flanking position at the edge of a cliff and falling off.

Liberty's Edge

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Gauss wrote:

One note: Good encounter design should have at least 3 solid ways to beat the encounter. Why? Because it is almost a guarantee that the Players won't think of the exact way you have figured.

So, your players encounter this there are two likely scenarios:
1) They will see the heavy armor and run for the hills.
2) They will see the goblins and figure (metagaming or not) that they should try to hack them up.

1 is a non-encounter.
2 is a death sentance for the players.

Your carefully planned 'option' of Alchemist Fire may not even occur to them. Heck, when describing the scene they may never even realize there is alchemist fire to be used since they may never even hear it. (Typically you have to repeat something 3 times in 3 different ways before players really "hear" it.)

- Gauss

All of this exactly.

Remember that though the GM knows everything about the encounter, the players do not. Consider the likely consequences, rather than hoping that your players will magically follow the funny (to you at least) script that you envisioned for this scene.

In all honesty, I believe that your players will be frustrated and angry, and so will you.


It could be a really frustrating encounter if your players don't think about tactics. You know your players, are they usually pretty smart? Will they think of touch attacks, CMs, etc...? My advice
1- make the alchemist fire really obvious. Maybe even use it against the players if they are clueless.
2- play up the goblin stupidity. This alone could turn frustration into fun.
3- If it's worthless goblin made armor, maybe it falls apart as you hit it. Each time it's hit it loses 1 ac.


Broken condition armour and sundering would be doable.


You're GMing because you couldn't find a game. That probably means there aren't games around so your players probably don't have recent 3.5/PF experience if any at all.

Don't get cute. These are newbies. Start simple and easy. I can see starting at level 2 with a negative level as a way to offset the utter and complete game design failure that is the first level ranger, paladin, and rogue, but you still need to run straight forward encounters until they're hooked.


ShadowcatX wrote:

Forcing PCs into a situation where they are grossly outmatched at the beginning of a game where they are already starting out screwed over isn't going to be the least bit of fun for them and no amount of "Oh try and make it a puzzle encounter" is going to make it any better. If you were a PC and you encountered this, would you enjoy it?

Didn't think so.

Two of the most fun games I have ever played in: One was a political intrigue my dad ran while I was in highschool. I was usually uninterested in the role-play encounters and the like that filled the campaign, but about 1/4 of the encounters were puzzles, 1/4 slug fests, 1/4 roleplay, and 1/4 impossibru. Just because you are playing a character doesn't mean you're going to be able to beat EVERYONE that comes along. I am running ROW right now, and they have quickly learned that if it comes to slug fests with many of their opponents, they will lose one or two people (I make it doable but not worth while as in the end costs of reincarnate/raise dead wreck their coffers.)

Second game was a WARHAMMER rpg where our DM was an engineer. He set up a tomb for some lich or powerful demon that was supposed to be locked away, memory is a little clouded. In order to get into the crypt we had to complete a series of puzzles where he used rules akin to Mansions of Madness, you have X moves where X is your int modifier, you have 30 seconds, you roll an int check for hints from the DM prior to ending your shot at the puzzle.
But then again, I enjoyed my Bilbo Baggins robbing Smaug puzzle more than my buddy's slingshot.


Sorry for double post...

Valandil Ancalime wrote:

It could be a really frustrating encounter if your players don't think about tactics.

1- make the alchemist fire really obvious. Maybe even use it against the players if they are clueless.
2- play up the goblin stupidity. This alone could turn frustration into fun.

I agree to the first statement, and as for statement 2, the goblins have decent intelligences. 12 is above average, so... Make them smarter than your dump stat int fighter, and make sure he knows it.


TGMaxMaxer wrote:


I also like the idea posted for the Goblin "Junk" Mail.

Giving enemies gear that gives mechanical bonuses but not allowing the party to at least sell it for half the cash those bonuses should cost, is pretty weak GMing, IMO. Just because they do all the work, "lives" on the line, and nothing to show for it.

I thought about the lack of treasure derived form equipment and quickly hashed together a table for looting the armor. Here is a full write up.

Goblin Junk Mail

Goblin Junk mail is made up of random bits,bobs, and scraps found by its creator and since Goblins are known for liking shiny things precious metals and trinkets often end up in the armor.

“This suit of armor is cobbled together from bits of leather, wood, and rusted metal giving it the appearance of a trash heap“

+7 armor bonus
+0 maximum DEX bonus
Speed 15ft
spell failure 25% chance

Special: Each suit of goblin Junk Mail is made by its wearer and is thus tailored to his or her body making it extremely uncomfortable for anyone else to wear. The haphazard and shoddy construction of the armor makes it particularly dangerous to attackers and the wearer, if either the wearer or the attacker rolls a natural 1 on an attack roll they take 1d4 points of damage from the jagged bits of metal. A wearer of this armor also takes 1d4 points of damage if knocked prone.

There is a 50% chance that a suit of Goblin Junk Mail contains a useful piece of treasure.
If it contains such a piece roll on the following table.
1-25 small silver buttons worth 15gp
26- 50 A gold plated scale worth 25 gp
51- 58 1d4 tiny rubies each worth 10gp each
59- 67 A single tourmaline worth 35gp
68- 75 An emerald brooch worth 60 gp
76- 84 1d6 gold bands worth 12gp each
85- 93 A platinum band worth 80gp
94-96 Adamantine chip worth 200gp
97-98 an Arrow Magnet
99 Brooch of shielding (3d10 points of damage left)
100 roll twice

Dark Archive

What if the armour had a caveat where if roll high enough to hit their touch AC but still miss, it knocks part of the armour loose and they lose a point of AC? This could stack up until the armour falls apart and they go running for the hills with their tin can busted.


I love creative encounter design and I think this is a really, really fun idea ... which just happens to be suffering from some bad execution. It just isn't going to play well without some changes.

+1 for goblin junk mail and the touch ac/damaging the armor idea above.

I do like the idea about the alchemist's fire, but you should probably add some other solutions to a "puzzle fight."

Maybe some tied-up prisoners the PCs could free to help out, or even a couple lost ponies they might find and drive through the camp -- since goblins hate, and are terrified by, horses and dogs.

Maybe the goblins even have some internal conflicts the PCs could exploit.

Finally, there's no reason you can't describe the goblins as hilarious, waddling piles of junk armor and get all the flavor you want but still drop the ac (and the gear value) to a more reasonable level.

The wealth guidelines are perhaps one of the most picked-over and thus specifically balanced parts of the rules. Sure it's OK to fudge them a bit now and then, but this is just too much for PCs that level.


Gauss wrote:


Equipment: A level 1 Heroic NPC should have 390gp in total value. A level 2 Heroic NPC should have 780gp in total value. (CRB p454). These guys are WAY over-equipped.

O-Yoroi is 1700gp
Tower Shield is 30gp

Worse, over equipped raises CR by 1 each.

So the battle is even harder.


Necrovox wrote:

Sorry for double post...

Valandil Ancalime wrote:

It could be a really frustrating encounter if your players don't think about tactics.

1- make the alchemist fire really obvious. Maybe even use it against the players if they are clueless.
2- play up the goblin stupidity. This alone could turn frustration into fun.
I agree to the first statement, and as for statement 2, the goblins have decent intelligences. 12 is above average, so... Make them smarter than your dump stat int fighter, and make sure he knows it.

Thanks, I hadn't noticed the 13int. Wow, those are freaky smart goblins.

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